Craig this topic is useful but for awhile now I've wondered how my scripts affect connection, it isn't addressed at all.

I believe the way I've grown to script makes my maps more efficient than the way I used to script but it's only in theory as I have no clue how different scripts affect gameplay.... Could we please g,et an in depth topic on it?

'Reducing lag on heavily scripted maps' perhaps?

Would be super useful to me, and others who haphazardly throw together messy scripts. Example: I notice using a dynamic item swing that checks equipped item script for multiple items causes less lag than having a script for every item, or is this in my head?Example2: instead of using multiple loops for timers, use histories and queries to time things in a single script.Example3: what is he limit of pasted component scripts before slow downs?Example4: folders, do they help performance by folders get histories etc?

Couldn't a possible solution for this be to start by doing an obscurity check and then only render the three closest faces (for standard blocks ofc)? I know it may be taxing on the CPU or not worth the trouble, but since there are no/ limited reflections in the game, you could theoretically halve the number of faces you have to render. Don't mean to intrude, just a thought

Couldn't a possible solution for this be to start by doing an obscurity check and then only render the three closest faces (for standard blocks ofc)? I know it may be taxing on the CPU or not worth the trouble, but since there are no/ limited reflections in the game, you could theoretically halve the number of faces you have to render. Don't mean to intrude, just a thought